Revert back to less aggressive component-level changes.

pull/2520/head
Nelsson Huotari 5 years ago
parent 69083369f8
commit 0ce971c1bb

@ -72,173 +72,42 @@ namespace CSVRender
return &mAlteredHeight[inCellY*ESM::Land::LAND_SIZE + inCellX];
}
void TerrainStorage::fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
osg::ref_ptr<osg::Vec3Array> positions,
osg::ref_ptr<osg::Vec3Array> normals,
osg::ref_ptr<osg::Vec4ubArray> colours)
void TerrainStorage::getBounds(float &minX, float &maxX, float &minY, float &maxY)
{
// LOD level n means every 2^n-th vertex is kept
size_t increment = static_cast<size_t>(1) << lodLevel;
osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f);
int startCellX = static_cast<int>(std::floor(origin.x()));
int startCellY = static_cast<int>(std::floor(origin.y()));
size_t numVerts = static_cast<size_t>(size*(ESM::Land::LAND_SIZE - 1) / increment + 1);
positions->resize(numVerts*numVerts);
normals->resize(numVerts*numVerts);
colours->resize(numVerts*numVerts);
osg::Vec3f normal;
osg::Vec4ub color;
float vertY = 0;
float vertX = 0;
ESMTerrain::LandCache cache;
// not needed at the moment - this returns the bounds of the whole world, but we only edit individual cells
throw std::runtime_error("getBounds not implemented");
}
float vertY_ = 0; // of current cell corner
for (int cellY = startCellY; cellY < startCellY + std::ceil(size); ++cellY)
void TerrainStorage::adjustColor(int col, int row, const ESM::Land::LandData *heightData, osg::Vec4ub& color) const
{
// Highlight broken height changes
if ( ((col > 0 && row > 0) &&
((abs(heightData->mHeights[col*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)] -
(heightData->mHeights[(col)*ESM::Land::LAND_SIZE + row - 1] +
mAlteredHeight[static_cast<unsigned int>((col)*ESM::Land::LAND_SIZE + row - 1)])) >= 1024 ) ||
abs(heightData->mHeights[col*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)] -
(heightData->mHeights[(col - 1)*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>((col - 1)*ESM::Land::LAND_SIZE + row)])) >= 1024 )) ||
((col < ESM::Land::LAND_SIZE - 1 && row < ESM::Land::LAND_SIZE - 1) &&
((abs(heightData->mHeights[col*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)] -
(heightData->mHeights[(col)*ESM::Land::LAND_SIZE + row + 1] +
mAlteredHeight[static_cast<unsigned int>((col)*ESM::Land::LAND_SIZE + row + 1)])) >= 1024 ) ||
abs(heightData->mHeights[col*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)] -
(heightData->mHeights[(col + 1)*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>((col + 1)*ESM::Land::LAND_SIZE + row)])) >= 1024 )))
{
float vertX_ = 0; // of current cell corner
for (int cellX = startCellX; cellX < startCellX + std::ceil(size); ++cellX)
{
const ESMTerrain::LandObject* land = ESMTerrain::Storage::getLand(cellX, cellY, cache);
const ESM::Land::LandData *heightData = 0;
const ESM::Land::LandData *normalData = 0;
const ESM::Land::LandData *colourData = 0;
if (land)
{
heightData = land->getData(ESM::Land::DATA_VHGT);
normalData = land->getData(ESM::Land::DATA_VNML);
colourData = land->getData(ESM::Land::DATA_VCLR);
}
int rowStart = 0;
int colStart = 0;
// Skip the first row / column unless we're at a chunk edge,
// since this row / column is already contained in a previous cell
// This is only relevant if we're creating a chunk spanning multiple cells
if (vertY_ != 0)
colStart += increment;
if (vertX_ != 0)
rowStart += increment;
// Only relevant for chunks smaller than (contained in) one cell
rowStart += (origin.x() - startCellX) * ESM::Land::LAND_SIZE;
colStart += (origin.y() - startCellY) * ESM::Land::LAND_SIZE;
int rowEnd = std::min(static_cast<int>(rowStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1), static_cast<int>(ESM::Land::LAND_SIZE));
int colEnd = std::min(static_cast<int>(colStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1), static_cast<int>(ESM::Land::LAND_SIZE));
vertY = vertY_;
for (int col=colStart; col<colEnd; col += increment)
{
vertX = vertX_;
for (int row=rowStart; row<rowEnd; row += increment)
{
int srcArrayIndex = col*ESM::Land::LAND_SIZE*3+row*3;
assert(row >= 0 && row < ESM::Land::LAND_SIZE);
assert(col >= 0 && col < ESM::Land::LAND_SIZE);
assert (vertX < numVerts);
assert (vertY < numVerts);
float height = defaultHeight;
if (heightData)
height = heightData->mHeights[col*ESM::Land::LAND_SIZE + row];
(*positions)[static_cast<unsigned int>(vertX*numVerts + vertY)]
= osg::Vec3f((vertX / float(numVerts - 1) - 0.5f) * size * Constants::CellSizeInUnits,
(vertY / float(numVerts - 1) - 0.5f) * size * Constants::CellSizeInUnits,
height + mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)]);
if (normalData)
{
for (int i=0; i<3; ++i)
normal[i] = normalData->mNormals[srcArrayIndex+i];
normal.normalize();
}
else
normal = osg::Vec3f(0,0,1);
// Normals apparently don't connect seamlessly between cells
if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
fixNormal(normal, cellX, cellY, col, row, cache);
// some corner normals appear to be complete garbage (z < 0)
if ((row == 0 || row == ESM::Land::LAND_SIZE-1) && (col == 0 || col == ESM::Land::LAND_SIZE-1))
averageNormal(normal, cellX, cellY, col, row, cache);
assert(normal.z() > 0);
(*normals)[static_cast<unsigned int>(vertX*numVerts + vertY)] = normal;
if (colourData)
{
for (int i=0; i<3; ++i)
color[i] = colourData->mColours[srcArrayIndex+i];
}
else
{
color.r() = 255;
color.g() = 255;
color.b() = 255;
}
// Highlight broken height changes
if ( ((col > 0 && row > 0) &&
((abs(heightData->mHeights[col*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)] -
(heightData->mHeights[(col)*ESM::Land::LAND_SIZE + row - 1] +
mAlteredHeight[static_cast<unsigned int>((col)*ESM::Land::LAND_SIZE + row - 1)])) >= 1024 ) ||
abs(heightData->mHeights[col*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)] -
(heightData->mHeights[(col - 1)*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>((col - 1)*ESM::Land::LAND_SIZE + row)])) >= 1024 )) ||
((col < ESM::Land::LAND_SIZE - 1 && row < ESM::Land::LAND_SIZE - 1) &&
((abs(heightData->mHeights[col*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)] -
(heightData->mHeights[(col)*ESM::Land::LAND_SIZE + row + 1] +
mAlteredHeight[static_cast<unsigned int>((col)*ESM::Land::LAND_SIZE + row + 1)])) >= 1024 ) ||
abs(heightData->mHeights[col*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)] -
(heightData->mHeights[(col + 1)*ESM::Land::LAND_SIZE + row] +
mAlteredHeight[static_cast<unsigned int>((col + 1)*ESM::Land::LAND_SIZE + row)])) >= 1024 )))
{
color.r() = 255;
color.g() = 0;
color.b() = 0;
}
// Unlike normals, colors mostly connect seamlessly between cells, but not always...
if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
fixColour(color, cellX, cellY, col, row, cache);
color.a() = 255;
(*colours)[static_cast<unsigned int>(vertX*numVerts + vertY)] = color;
++vertX;
}
++vertY;
}
vertX_ = vertX;
}
vertY_ = vertY;
assert(vertX_ == numVerts); // Ensure we covered whole area
color.r() = 255;
color.g() = 0;
color.b() = 0;
}
assert(vertY_ == numVerts); // Ensure we covered whole area*/
}
void TerrainStorage::getBounds(float &minX, float &maxX, float &minY, float &maxY)
float TerrainStorage::getAlteredHeight(int col, int row) const
{
// not needed at the moment - this returns the bounds of the whole world, but we only edit individual cells
throw std::runtime_error("getBounds not implemented");
return mAlteredHeight[static_cast<unsigned int>(col*ESM::Land::LAND_SIZE + row)];
}
}

@ -9,8 +9,6 @@
namespace CSVRender
{
class LandCache;
/**
* @brief A bridge between the terrain component and OpenCS's terrain data storage.
*/
@ -30,13 +28,10 @@ namespace CSVRender
virtual osg::ref_ptr<const ESMTerrain::LandObject> getLand (int cellX, int cellY) override;
virtual const ESM::LandTexture* getLandTexture(int index, short plugin) override;
/// Draws temporarily altered land (transient change support)
void fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
osg::ref_ptr<osg::Vec3Array> positions,
osg::ref_ptr<osg::Vec3Array> normals,
osg::ref_ptr<osg::Vec4ubArray> colours) override;
virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY) override;
void adjustColor(int col, int row, const ESM::Land::LandData *heightData, osg::Vec4ub& color) const override;
float getAlteredHeight(int col, int row) const override;
};
}

@ -16,6 +16,13 @@
namespace ESMTerrain
{
class LandCache
{
public:
typedef std::map<std::pair<int, int>, osg::ref_ptr<const LandObject> > Map;
Map mMap;
};
LandObject::LandObject()
: mLand(nullptr)
, mLoadFlags(0)
@ -91,6 +98,82 @@ namespace ESMTerrain
return false;
}
void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache)
{
while (col >= ESM::Land::LAND_SIZE-1)
{
++cellY;
col -= ESM::Land::LAND_SIZE-1;
}
while (row >= ESM::Land::LAND_SIZE-1)
{
++cellX;
row -= ESM::Land::LAND_SIZE-1;
}
while (col < 0)
{
--cellY;
col += ESM::Land::LAND_SIZE-1;
}
while (row < 0)
{
--cellX;
row += ESM::Land::LAND_SIZE-1;
}
const LandObject* land = getLand(cellX, cellY, cache);
const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VNML) : 0;
if (data)
{
normal.x() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
normal.y() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
normal.z() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
normal.normalize();
}
else
normal = osg::Vec3f(0,0,1);
}
void Storage::averageNormal(osg::Vec3f &normal, int cellX, int cellY, int col, int row, LandCache& cache)
{
osg::Vec3f n1,n2,n3,n4;
fixNormal(n1, cellX, cellY, col+1, row, cache);
fixNormal(n2, cellX, cellY, col-1, row, cache);
fixNormal(n3, cellX, cellY, col, row+1, cache);
fixNormal(n4, cellX, cellY, col, row-1, cache);
normal = (n1+n2+n3+n4);
normal.normalize();
}
void Storage::fixColour (osg::Vec4ub& color, int cellX, int cellY, int col, int row, LandCache& cache)
{
if (col == ESM::Land::LAND_SIZE-1)
{
++cellY;
col = 0;
}
if (row == ESM::Land::LAND_SIZE-1)
{
++cellX;
row = 0;
}
const LandObject* land = getLand(cellX, cellY, cache);
const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VCLR) : 0;
if (data)
{
color.r() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3];
color.g() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1];
color.b() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2];
}
else
{
color.r() = 255;
color.g() = 255;
color.b() = 255;
}
}
void Storage::fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
osg::ref_ptr<osg::Vec3Array> positions,
osg::ref_ptr<osg::Vec3Array> normals,
@ -172,7 +255,7 @@ namespace ESMTerrain
(*positions)[static_cast<unsigned int>(vertX*numVerts + vertY)]
= osg::Vec3f((vertX / float(numVerts - 1) - 0.5f) * size * Constants::CellSizeInUnits,
(vertY / float(numVerts - 1) - 0.5f) * size * Constants::CellSizeInUnits,
height);
height + getAlteredHeight(col, row));
if (normalData)
{
@ -208,6 +291,8 @@ namespace ESMTerrain
color.b() = 255;
}
adjustColor(col, row, heightData, color); //Does nothing by default, override in OpenMW-CS
// Unlike normals, colors mostly connect seamlessly between cells, but not always...
if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
fixColour(color, cellX, cellY, col, row, cache);
@ -438,6 +523,27 @@ namespace ESMTerrain
}
const LandObject* Storage::getLand(int cellX, int cellY, LandCache& cache)
{
LandCache::Map::iterator found = cache.mMap.find(std::make_pair(cellX, cellY));
if (found != cache.mMap.end())
return found->second;
else
{
found = cache.mMap.insert(std::make_pair(std::make_pair(cellX, cellY), getLand(cellX, cellY))).first;
return found->second;
}
}
void Storage::adjustColor(int col, int row, const ESM::Land::LandData *heightData, osg::Vec4ub& color) const
{
}
float Storage::getAlteredHeight(int col, int row) const
{
return 0;
}
Terrain::LayerInfo Storage::getLayerInfo(const std::string& texture)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mLayerInfoMutex);

@ -5,9 +5,6 @@
#include <OpenThreads/Mutex>
#include <osg/Image>
#include <osg/Plane>
#include <components/terrain/storage.hpp>
#include <components/esm/loadland.hpp>
@ -21,6 +18,8 @@ namespace VFS
namespace ESMTerrain
{
class LandCache;
/// @brief Wrapper around Land Data with reference counting. The wrapper needs to be held as long as the data is still in use
class LandObject : public osg::Object
{
@ -51,13 +50,6 @@ namespace ESMTerrain
ESM::Land::LandData mData;
};
class LandCache
{
public:
typedef std::map<std::pair<int, int>, osg::ref_ptr<const LandObject> > Map;
Map mMap;
};
/// @brief Feeds data from ESM terrain records (ESM::Land, ESM::LandTexture)
/// into the terrain component, converting it on the fly as needed.
class Storage : public Terrain::Storage
@ -117,9 +109,25 @@ namespace ESMTerrain
virtual int getBlendmapScale(float chunkSize);
float getVertexHeight (const ESM::Land::LandData* data, int x, int y)
{
assert(x < ESM::Land::LAND_SIZE);
assert(y < ESM::Land::LAND_SIZE);
return data->mHeights[y * ESM::Land::LAND_SIZE + x];
}
private:
const VFS::Manager* mVFS;
inline void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
inline void fixColour (osg::Vec4ub& colour, int cellX, int cellY, int col, int row, LandCache& cache);
inline void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
inline const LandObject* getLand(int cellX, int cellY, LandCache& cache);
virtual void adjustColor(int col, int row, const ESM::Land::LandData *heightData, osg::Vec4ub& color) const;
virtual float getAlteredHeight(int col, int row) const;
// Since plugins can define new texture palettes, we need to know the plugin index too
// in order to retrieve the correct texture name.
// pair <texture id, plugin id>
@ -139,103 +147,6 @@ namespace ESMTerrain
bool mAutoUseSpecularMaps;
Terrain::LayerInfo getLayerInfo(const std::string& texture);
protected:
inline void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache)
{
while (col >= ESM::Land::LAND_SIZE-1)
{
++cellY;
col -= ESM::Land::LAND_SIZE-1;
}
while (row >= ESM::Land::LAND_SIZE-1)
{
++cellX;
row -= ESM::Land::LAND_SIZE-1;
}
while (col < 0)
{
--cellY;
col += ESM::Land::LAND_SIZE-1;
}
while (row < 0)
{
--cellX;
row += ESM::Land::LAND_SIZE-1;
}
const LandObject* land = getLand(cellX, cellY, cache);
const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VNML) : 0;
if (data)
{
normal.x() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
normal.y() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
normal.z() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
normal.normalize();
}
else
normal = osg::Vec3f(0,0,1);
};
inline void fixColour (osg::Vec4ub& color, int cellX, int cellY, int col, int row, LandCache& cache)
{
if (col == ESM::Land::LAND_SIZE-1)
{
++cellY;
col = 0;
}
if (row == ESM::Land::LAND_SIZE-1)
{
++cellX;
row = 0;
}
const LandObject* land = getLand(cellX, cellY, cache);
const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VCLR) : 0;
if (data)
{
color.r() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3];
color.g() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1];
color.b() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2];
}
else
{
color.r() = 255;
color.g() = 255;
color.b() = 255;
}
};
inline void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache)
{
osg::Vec3f n1,n2,n3,n4;
fixNormal(n1, cellX, cellY, col+1, row, cache);
fixNormal(n2, cellX, cellY, col-1, row, cache);
fixNormal(n3, cellX, cellY, col, row+1, cache);
fixNormal(n4, cellX, cellY, col, row-1, cache);
normal = (n1+n2+n3+n4);
normal.normalize();
};
inline float getVertexHeight (const ESM::Land::LandData* data, int x, int y)
{
assert(x < ESM::Land::LAND_SIZE);
assert(y < ESM::Land::LAND_SIZE);
return data->mHeights[y * ESM::Land::LAND_SIZE + x];
};
inline const LandObject* getLand(int cellX, int cellY, LandCache& cache)
{
LandCache::Map::iterator found = cache.mMap.find(std::make_pair(cellX, cellY));
if (found != cache.mMap.end())
return found->second;
else
{
found = cache.mMap.insert(std::make_pair(std::make_pair(cellX, cellY), getLand(cellX, cellY))).first;
return found->second;
}
};
};
}

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